Jump to content

Kellas

Members
  • Posts

    20
  • Joined

  • Last visited

Everything posted by Kellas

  1. I had two small receivers, mounted on the wingtips with Infernal Robotics parts for easy orientation and ideal reception. Incidentally, that ship just got me over 3500 science and I now have fusion! More stuff to figure out.
  2. Well, with my 7.5GW (give or take) kerbin ground network, my shuttle* is currently on the other side of the sun from Kerbin, around 30Gm away I'd guess. I'm receiving 570MW when my small receivers are focused as closely as possible. That's getting me 22kn of thrust from my mono-propellant fueled plasma thrusters. (that's 0.07 Kerbol TWR for a 17 ton vessel). Larger receivers will give you faaaaaar more power. I can receive my entire 7.5GW with a deploy-able receiver even at those distances. They're harder to build vessels with though. *They've just left Duna orbit on a mission to skim Kerbol and return to Kerbin with all the science. Their previous mission to land on Duna and return was scrapped due to unexpected and confusing relay satellite behavior.
  3. Guess I'm sending a nuke sat to Duna then.Time to break out the heavy launch vehicles again... Edit: while waiting, I landed my shuttle on Ike, with a whopping 1.18 TWR! Made a few craters before I managed to land it, but we got there in the end. Thomsby and copilot were so happy to be safely on the ground.
  4. I'm curious exactly what the falloff is. The ships probably weren't more than a couple Mm away from the relay sats on SOI transition. I expected a loss from Kerbin to Duna, then a reliable distribution of the remaining power throughout Duna's network. Are the relay satellites really just functioning as additional points to focus receivers on without taking into account the power being received by the relay? I'd hate to have to engineer my entire fleet to carry deploy-able transceivers.
  5. I'm a little confused as to how exactly the relay system works. Here's my current setup. Approximately 7.2GW transmitting from kerbin surface. 6 relay satellites in kerbin synchronous orbit. (3 standard, 3 deploy-able) 3 relay satellites in high duna (33Mm) orbit. (3 deploy-able) //I had four.... Ike ate one when I wasn't looking. All relay satellites also have two rear facing small receivers as well as one 0.65m generator and SAFE fission reactor. if that matters. I sent the relay satellites to duna one at a time, about a day or two apart, each set to relay when not maneuvering. Behind them I sent a science vessel for cleaning and reprocessing experiments, as well as an experimental 20 ton plasma shuttle meant to explore duna's surface. The satellites all received the full 7.2GW of power after entering duna's SOI and had the expected thrust. The science vessel and shuttle are only receiving around 220MW. If the distance from Kerbin was diluting the signal, I'd get that. But the relays are capable of receiving the power, so why are they failing to make it available to my other vessels? I'm not having any heating or shutdown issues.
  6. \Kerbal Space Program\GameData\WarpPlugin\Parts\Utility\Refinery\part.cfg Change the bolded values. I changed mine because I've already got 50+ active vessels/satellites/landers/stuff, and it was tiring to refuel my lithium vessels with even more launches and watching a refinery extract for hours is dulllllll. Now it's a bit more in line with my Kethane refinery. MODULE { name = FNModuleResourceExtraction powerConsumptionLand = 40 powerConsumptionOcean = 40 [B]extractionRateLandPerTo[/B]n =[B] 0.0108826[/B] [B]extractionRateOceanPerTon[/B] =[B] 0.0108826[/B] resourceName = Lithium unitName = Lithium Extractor extractActionName = Extract Lithium stopActionName = Stop Lithium Extraction resourceManaged = True resourceToUse = Megajoules } To add Lithium to planets/moons, the quickest way is to open up \Kerbal Space Program\GameData\WarpPlugin\PlanetResourceData\planetaryresourcedefinitions.cfg just find the PLANETARY_RESOURCE_DEFINITION you want, duplicate it and change the resource name to lithium. PLANETARY_RESOURCE_DEFINITION { [B]name = Water[/B] celestialBodyName = Mun [B]resourceName = LqdWater[/B] mapUrl = WarpPlugin/PlanetResourceData/mun_water resourceScale = LINEAR_SCALE scaleMultiplier = 1 displayTexture = WarpPlugin/water_resource_point displayThreshold = 1 } copy, paste, modify, save file. PLANETARY_RESOURCE_DEFINITION { [B]name = Lithium[/B] celestialBodyName = Mun [B]resourceName = Lithium[/B] mapUrl = WarpPlugin/PlanetResourceData/mun_water resourceScale = LINEAR_SCALE scaleMultiplier = 1 displayTexture = WarpPlugin/water_resource_point displayThreshold = 1 } You now have lithium where there's ground water on the mun. or whatever celestial body/resource you chose.
  7. Happens to me too. I thought it might have been something to do with how many mods I had installed, but I don't think I'm pushing the memory limits yet.
  8. Yes! It was BoulderCo's active texture management mod. I had completely forgotten about it and passed it over thinking it was a parts pack. I updated to the latest version and my gamma ray spectrometer is functioning perfectly. Thank you!
  9. You can see minmus in the background of my screenshot. Going off of the wiki image for the gamma ray spectrometer, I should see hotspots on the surface from ship view (I've checked map view as well). I've orbited at varying altitudes from 17km-300km but the results are always the same. Broken readouts and no hotspots. I'm pretty much stumped. I've spent hours trying to get it to work because I've been setting up kethane mining and microwave relay networks and wanted to add Interstellar fuels and resources to the infrastructure
  10. Ok, I found a minuscule amount of lithium off the coast of the KSC so at least that's working. My gamma ray spectrometer still isn't working though. I wiped and downloaded a fresh copy of KSPI, checked all my mods, verified the game files through steam... But my scout on Minmus still only displays this. http://cloud-3.steampowered.com/ugc/469803097764345884/14C5F0261DAA3C941A99C04F4914FF0687F1919B/ Unless I'm doing something blatantly wrong, I thought minmus was supposed to have plenty of radioactive materials.
  11. It's not that it's very slow... it's that all my extraction options are listed as offline and I can't even click to try turning them on. I made a vehicle with the isru, large upgraded radiators, 1.25 generator and fission reactor, as well as a microwave receiver connected to a network of 5+GW and empty lithium tanks . The only thing it will let me do is various electrolysis or fuel reprocessing. Is lithium even meant to be available? There's no resource map for it and nothing detects it. The gamma ray spectrometer lists uranium abundance as 0 no matter where I fly it, doesn't display any hotspots, and has two other displays which are only "abundance" and "abundance". Both being empty. I get the feeling something broke at some point, but I've wiped and reinstalled the latest version of interstellar with no improvement. I'm running Mechjeb, KAS, Kerbal Joint Reinforcement, B9, Infernal Robotics, Navy Fish Docking Port Alignment, Real Chutes, Final Frontier, toolbar, and Kethane. Guess I'll have to go through and see if anything is conflicting.
  12. How do you mine with the isru refinery? I've tried a few prototyped mining vehicles around the space center but I'm unable to extract anything. I'd like to set up a lithium refinery to refuel my plasma vessels on Minmus. I can't locate any thorium or uranium with the gamma ray spectrometer either.
  13. Something I made a long time ago when I was first experimenting with stock aircraft. I can't remember how well it flew... Looked cool though
  14. It's in the main post. I edited it about a week ago and added the link. Craft files tend to just open as text documents so right click on the link and choose "save as" or your browsers equivalent. Let me know if there's anything other than KW and B9 on it. There shouldn't be, but I'm absent minded at times.
  15. Warbird MKI. There's a cookie for anyone who knows what the name was inspired by. I got her to Duna after refueling in orbit... managed to make a nice new shiny crater after having the astonishing realization that "atmosphere" does not in fact mean oxygen.
  16. "We are in the pipe, five by five!" That's pretty cool. I was thinking about trying to recreate the Cheyenne dropship from Aliens but wasn't sure if it would ever fly. It's hard to tell from that picture, but did you create that with B9 parts or is it a special mod pack?
  17. The only other mod I think I used is B9 Aerospace. Mechjeb's not necessary, I just like it for the information or boring repeated tasks. It could be stripped out. A note: I did have infinite fuel on for some of those pictures, because I flew the thing once and forgot to take screenshots. So I just shot it straight up to orbit again to save time. That's why there's no pics of my crash on Duna
  18. ... *Crickets chirp* ... Is it really that bad? It's one of the few successful space planes I've made. I thought it was cool, anyhow.
  19. I built this extemely manueverable space plane in the VAB because 2x symmetry was getting boring. Turbojets function up to around 32km and can reach speeds in high atmosphere of up to 1.3km/s before kicking in the rocket engine. It's capable of rocket style VTOL as well as standard takeoff and landing, and is equipped with parachutes. Also, it shoots dumbfire rockets. I blew up my friendly little fuel drone after draining it in orbit. It flies in atmosphere like a dream, though mechjeb really doesn't seem to like it. Spaceplane guidance finds interesting ways of flipping out and stalling when I can't even manage it manually. Automated runway landings tend to belly flop as hard as possible. After refueling in orbit, I managed to get her out to Duna, but crashed on landing... Came in too hot and couldn't bleed off enough speed. I'm not used to Duna's thin atmosphere I guess. Craft File: https://dl.dropboxusercontent.com/u/665411/Warbird%20MKI.craft [no mechjeb]
  20. I decided to start a new game and do a proper apollo style mun landing. It was a lot of fun, though I still can't figure out why my rocket wobbles in the middle so much... I'm pretty sure NASA didn't have that problem. The landing can is the root part, so two more crew members must be shuttled up to the command module. I did my best to stick to the aesthetic of the original Saturn V launch vehicle, with some compromises for practicalities sake. The lander is mostly stock, but I used KW fuel tanks and engines on the first stages, as well as KW decouplers because they looked nicer. I think all I used from B9 are the flat RCS tanks. Given how little RCS I ended up using, those could probably be stripped out. It's a bit overkill in some respects. I think I could have gotten away with using much less fuel, but I might take it to a heavier gravity world with some modifications. Craft File https://dl.dropboxusercontent.com/u/665411/Moonraker.craft Full gallery http://steamcommunity.com/id/Cait-Sidhe/screenshots/#scrollTop=0
×
×
  • Create New...